pub struct HitRegion {
pub node_id: NodeId,
pub capture_path: Vec<NodeId>,
pub rect: Rect,
pub quad: [[f32; 2]; 4],
pub local_bounds: Rect,
pub world_to_local: ProjectiveTransform,
pub shape: Option<RoundedCornerShape>,
pub click_actions: Vec<ClickAction>,
pub pointer_inputs: Vec<Rc<dyn Fn(PointerEvent)>>,
pub z_index: usize,
pub hit_clip_bounds: Option<Rect>,
pub hit_clips: Vec<HitClip>,
}Fields§
§node_id: NodeId§capture_path: Vec<NodeId>§rect: Rect§quad: [[f32; 2]; 4]§local_bounds: Rect§world_to_local: ProjectiveTransform§shape: Option<RoundedCornerShape>§click_actions: Vec<ClickAction>§pointer_inputs: Vec<Rc<dyn Fn(PointerEvent)>>§z_index: usize§hit_clip_bounds: Option<Rect>§hit_clips: Vec<HitClip>Implementations§
Trait Implementations§
Source§impl HitTestTarget for HitRegion
impl HitTestTarget for HitRegion
Source§fn node_id(&self) -> NodeId
fn node_id(&self) -> NodeId
Returns the NodeId associated with this hit target.
Used by HitPathTracker to cache stable identity instead of geometry.
Source§fn capture_path(&self) -> Vec<NodeId> ⓘ
fn capture_path(&self) -> Vec<NodeId> ⓘ
Returns the node capture path that should stay attached to this target’s gesture. Read more
Source§fn dispatch(&self, event: PointerEvent)
fn dispatch(&self, event: PointerEvent)
Dispatches a pointer event to this target’s handlers.
Source§fn dispatch_with_applier(
&self,
applier: &mut MemoryApplier,
event: PointerEvent,
)
fn dispatch_with_applier( &self, applier: &mut MemoryApplier, event: PointerEvent, )
Dispatches a pointer event using the current live node state when available. Read more
Auto Trait Implementations§
impl Freeze for HitRegion
impl !RefUnwindSafe for HitRegion
impl !Send for HitRegion
impl !Sync for HitRegion
impl Unpin for HitRegion
impl UnsafeUnpin for HitRegion
impl !UnwindSafe for HitRegion
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more